justine on Sun, 29 Mar 1998 08:17:24 +0200 (MET DST) |
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<nettime> review of _Riven_ |
[Another report from another nettime content scout. -T] Review of Riven by Justine Humphry When I first embarked on my journey into Riven, the newly released sequel to the best selling CD ROM Myst, I was not surprised to discover that this game began where the last game left off. Summoned back to the world of Myst I left a few years ago, I found myself once again face to face with Atrus, the Father. I had known then that somehow, this story wasn't or couldn't be over. There was of course the enormous expectations generated by the ever growing contingent of Myst fans. Along with the devoted game players were the accidental tourists who had stumbled across these mysterious digital realms. All shared a wonder and passion for these 'new worlds' opened up by a computer game. Furthermore, there was the narrative. It wasn't so much that the ending of Myst was unsatisfying. What could be more satisfying than making a space knowable, readable and meaningful through sheer effort and persistence? The final meeting with Atrus, however, was strangely disturbing. The quest was over but there were still questions. If you had managed to escape imprisonment in either one of the Brothers' books, the final appearance of Atrus in his mosque-like study hidden in the bowels of his library, signalled to the player an ultimate dilemma. Having gained new knowledge by making s ense of this hypertextual space, the player, in order to leave the game and return to the real, had to relinquish the domains and history of Myst back to the Father. The end of Myst leaves you wondering if this dilemma is somehow symbolic of an ideological struggle to take place in the real 'new technology' environment which has recently emerged. If so, the questions we are left with at the end of the game become more significant and, more demanding. Where is Catherine, Atrus' wife? Why is she absent in this world? Is the father to reign forever over these digital domains? Who are we, the other players? And what is our purpose in returning to this mythological space? Like Myst, Riven acts as a legend for our 'new technology' age in the form of a hypertextual journey. But where the narrative of Myst revolves around a lost book thereby creating a space for 'new worlds' to emerge, Riven is concerned foremost with its implications. The words of Atrus reach us from his secret retreat: 'My worst fears have been realised. The damage is more extensive than previously imagined. I must act while there is still time. I must find someone...to send to Riven.' The navigational skills you gain as a player of Myst are without doubt an advantage in Riven but they could also result unwittingly in your own entrapment. Are you merely being used by Atrus to further his control over these mysterious domains, to imprison Gehn - Atrus's Father and rescue Catherine? Or is the story we have been told by Atrus false? Should we believe Gehn when we finally meet him - that Catherine's involvement with the rebels has lead her to become a ruler of Riven in her own right? And is it true that she has become corrupted and driven mad by power? The power, perhaps, of a new medium... Like Myst, these questions can only be answered within the spatial logic of Riven's hypertextual world. Riven is different to Myst though in a number of ways. The motif of the archipelago still applies as the organising schema of the game space but on Riven, the main islands are connected in a distinct geographical region, as a real archipelago would be, rather than being linked as Ages, as in Myst. One of the brothers who created Myst, Rand Miller, explained to me a few years ago that they needed their worlds to be contained - well defined - and making the land masses into islands meant there was a logical limit to exploration. Water was the barrier. [FN: Interview with Rand Miller, CYAN inc, conducted by Justine Humphry by electronic email on Sept 22, 1995] The only way to join the islands was to travel between them using linking-books. But where water operates as a spatial limit in Myst, in Riven, water has become a malleable and permeable substance. The player must traverse under, across and through large bodies of water in order for the islands to reveal their secrets. Because of this essential structural difference, Riven has an openness and a sense of immensity unparalleled in Myst. It's not only possible to move through water, but the water itself has motion. This also means the player must cover more terrain. The entire network of islands must be discovered and explored before any of the codes are revealed. Where in Myst, the story is in effect told in chapters or segments corresponding to the players' discovery of the logic of each island world, in Riven, the story is layered within the space, creating a sense of narrative depth in the landscape. The absence of the library is significant in this game. In Myst, the library operates as relic, it comes to symbolise loss of the world of the book, so it's symbolic that the library is itself in a state of decomposition and decline. In Riven, however, not just the library but books in general play a far less conspicuous role. There are still books to discover but the secret rules of the space are not so much contained in books but rather are dispersed across the landscape and embedded in its features. Another of the many new properties of Riven is the ability to interact with characters that appear to you in the game. Cleverly, the apparitions are motivated by actions that you yourself have initiated along your route. These sometimes incidental, sometimes deliberate moments are, like reality, not repeatable or in some cases they will occur again but only after revisiting a site after a long absence. In effect, the entire space of the game has a memory. Movement is not just about tracing invisible object relations to crack the codes. Decisions you make over the duration of your stay have consequences. Riven is not shaped in the image of a utopian world. The codes that underlie its logic are not based on a single unifying order as in Myst. Here, the struggles of control have resulted in contesting logics which belong partly to Atrus' Father Gehn and partly to the native inhabitants of Riven. This cultural blending makes the world far more chaotic and hybrid, a fact highlighted by Atrus' disapproval:' With every passing moment, I gain a clearer picture of the incredible chaos that my father's economy of words has yielded.' This new game by the Miller brothers is a spectacular successor to Myst. The liminality which defined Myst as a pre-space, a foundational moment has developed in Riven into a world where barriers between water and land, between the real and the game are even less distinct than ever before. The player is invited to take part not just in the rebuilding of the new from the old but to explore the struggles that might take place in these emergent worlds. --- # distributed via nettime-l : no commercial use without permission # <nettime> is a closed moderated mailinglist for net criticism, # collaborative text filtering and cultural politics of the nets # more info: [email protected] and "info nettime-l" in the msg body # URL: http://www.desk.nl/~nettime/ contact: [email protected]